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To serve The Emperor. To protect His domains. To judge and stand guard over His subjects. To carry the Emperors law to all worlds under His blessed protection. To pursue and punish those who trespassed against His word. Oath Sworn by Cadets.
No servant of the Emperor dies unavengend or in vain. No enemy of the Emperor escapes unpunished. Promise of the Arbites.
Warlord Traits.
The Warlords of the Adeptus Arbites never end in their fight against the forces that seek to destroy the Imperium. They have gained experience and the favor from the God Emperor in doing this. They receive their favor from the Emperor in different forms but they use it to their full extent. When generating Warlord traits, an Adeptus Arbites Warlord can chose to roll on the table presented below or on a table from the Warhammer 40,000 rule book.
By order of Lord High Marshal Berg you, Inquisitor Malfess, are deemed Heretic and will be executed for treason against the Emperor. May the Emperor have mercy upon thee. Judge Dracin.
Laser Targeter Range: 48 S- AP- heavy 1, laser. Laser: to shoot the Targeter draw a line from the model shooting, in the direction that the owning player chooses. The first thing that stops the line (terrain, enemy models/vehicles, and friendly models/vehicles) is where the orbital bombardment comes in. stats for the bombardment are S9 AP2 small blast, barrage, ordinance. If a hit is rolled it will scatter d6 (use the small arrow on the hit dice), if a miss is rolled it will scatter 2d6 Inquisitors Interrogator The Marshal has so much power that some Inquisitors send their apprentices or Interrogators to him to learn and most of the time keep an eye on him. The Marshal does whatever he wants with the Interrogator, but most of the time they follow the Marshal around and document whatever happens. Some marshals use them as bodyguards others use them as advisers. Interrogator: WS 4 BS 4 S 3 T 3 W 1 I 4 A 1 LD 10 Sv 4 Unit Type: Infantry (character) Wargear: Carapace armor (pg 35), bolt pistol, Close Combat weapon. Special rule Stubborn.
The Space Marines are the Emperors will on the battle field, the Arbites are the Emperors will in his kingdom, when both do their job to perfection there will be peace. Interrogator Keseve Power and Authority. The command squad takes what they need. They do not need to ask they simply take. Many commanders hate how they have so much authority. Most comply with the demands they give, for when they demand it the Marshal of the Court demands it. There have been times when a commander is so angry as to what they took that he sends a message or goes personally to the Marshal. Usually this ends up with the commander seeing the Liaison Arbitor. And the times it does not it usually gets settled with the Marshal saying few words, as his presence is so intimidating and unsettling.
Arbites Majores
An Arbites Majore is in control of the Arbites of one planet and sometimes one system, there are occasions however where there is a need for more than one. In these cases it is where rebellion is ripe or a rebellion has occurred. There are cases where they come because of strange alien sightings. Each Majore is different in how they enforce the Emperors will on the people of a world. But they always enforce it to the maximum, for to break the Emperors laws is to defy the Emperor. The Arbites Majore has the power and authority of that just below that of an Inquisitor. Majores rarely go to the field; they are more the composer of how the Arbites move and attack. The Arbites Majores are often called Judges or High Marshals, these are the most common of many names Majore: WS 5 BS 5 S 3 T 3 W 3 I 5 A 3 Ld 9 Sv 4+ Unit Type: Infantry (character) Wargear: Judges Armor (pg 35), Arbites shotgun (pg 32), Bolt pistol, Close Combat Weapon, Frag grenades, Riot grenades (pg 34). Special Rules: Independent Character, Stubborn, Riot Tactics: Assault (pg 3), Units Inbound (pg 3)
If the law were to be broken before me, I would rather face 1000 deaths then report my failure, Majore Jones.
A Majores duty A Majore is In charge of all Arbites in a sector, or planet. They move and approve everything that happens; they have eyes and ears on all the Adeptus in the sector and on all noble families. They can condemn most people without a reason. They are feared by most and known by all. They know all of the Seniors under them, and are familiar with what they are best at and what they come from.
We determine the guilty. We decide the punishment. Inscribed on the front of all Precincts.
Arbites Seniors
The Arbites senior comes before the Majore. The Senior takes on a more active role on the field. Performing investigations, raids, and even go in on riots. Before you become a Senior you will have come from one of the two sections of Arbites, the Judges or Enforcers. Some Seniors have a hard time when they get promoted to Senior, because as one was diplomatic and did not deal with the action that the enforcer would deal with. And the enforcer is so used to being given orders and doing them to the letter and not having to worry what the Judges did. There are Arbites who have Psychic powers. There are very few of them though. And they go through intense training both physically and mentally. Their duty is to keep an eye on the psykers of the planet they are on and to watch for rouge and unsanctioned psykers. They often accompany an Inquisitor until they have what is deemed enough experience by the Inquisitor. Then they are promoted to Arbites PsySenior. As all the other high ranking Arbites have different names so do the Seniors, their most common name is Marshal. Senior/Psy-Senior WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 LD 9 Sv 4+ Unit type: Infantry (character) Wargear: Judges armor (pg 35), Arbites shotgun (pg 32), Bolt pistol, Close combat weapon, Frag grenades, Riot grenades (pg 34), Force Weapon (Psy-Senior only). Special Rules: Independent Character, Stubborn, Riot Tactics: Assault (pg 3), Units Inbound (pg 3). Psyker (Mastery Level 1) (Psy-Senior only).
High Proctors
Fear not, your souls are in my care now
The High Proctor is the spiritual leader of the arbites, as space marines have chaplains, and guard have priest, all of which are in charge of the souls of all those under them. The High Proctor unlike other Adeptus Arbites who are chosen early in their lives from the Schola Progenium, the High Procter is kept in the Ecclesiarch care and is trained how the Priests would be trained, only he is given extra to study from the Lex Imperialis and Dictates Imperialis. He is trained harder in combat then the others, and is judged harder from their teachers. Then when the other priests leave to whatever planet they were called to he goes to the Adeptus Arbites to be sent to some precinct to watch over the souls of all the Arbites and in extent all who the Arbites watch over. High proctor Ws 4 Bs 4 S 3 T 3 W 2 I 4 A 2 Ld 9 Sv 4 Unit Type: Infantry (Character) Wargear: Bolt Pistol, Power Maul, Rosarius, Carapace Armor (pg 35), Riot grenades (pg 34). Special rules Independent character, Riot tactics: Assault (pg 3), fearless, Units inbound (pg 3), Were here for the emperor: The High Procter can rally those around him to fight harder in the name of the holy Emperor. The unit he is in becomes fearless, and the turn they assault they can reroll misses.
The most important thing in the Galaxy is the souls of those in the Imperium, High Procter Welikin.
Chasteners
Chasteners are experts at tracking down and grabbing their targets. They have no mercy feel no remorse and are cold-hearted. There specialty is not in killing, but taking in alive and mentally unharmed. They are experts at infiltration, orbital drops, moving through never-ending crowds unnoticed, etc, etc. They can get their target before he even knows he was being taken. The Chasteners are experts at psychological warfare; they learn what makes the brain tick on most humans and xenos. They can break the will of anyone and get the information they need. Once they have their information their target will often enter a rehabilitation process, the Chastener will often oversee this process. Most Chasteners have a deep and great joy once one of their targets enters back into society, because another lost soul has entered back into the Holy Emperors kingdom Chastener WS 5 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 8 Sv 5+ Unit Type: Infantry (character) Wargear: Light Carapace armor (pg 35), Power weapon, Bolt Pistol, Frag grenades, Krak grenades. Special Rules: Scout, Stealth, Hit and run, Riot Tactics: Assault (pg 3). Covert Operations: Chasteners operate independently and in secrecy, often far ahead of any Arbites forces. If a Chastener is placed in reserve he may arrive on the field anywhere within 3 of a piece of terrain (this may be any form of terrain). Chasteners may not ride in transports, or be joined by Independent Characters. Dodge: The reflexes of Chasteners are often thought as inconceivable for a non enhanced human. But it is a Takedown of Kern combination of their reflex 08. A1. Debriefing of Chastener Chen. and their knowledge of their Chen: I had spotted my target three hours ahead of targets. They know how and schedule, sir. when a person will try to Judge farr: did you wait for assistance as was planned? attack. They know their Chen: No, but I did fighting stance and how fast Farr: so you did not follow the plan. they can swing a weapon. Senior Kythrin: did you apprehend him? There are some people or Chen: yes. I did not follow the plan. But I was able to Xenos that a Chastener does take him in without getting noticed, sir. not know how to combat, and Farr: their whole operation moved to a new location, this often proves fatal for the and I doubt your target has reviled anything yet. Chastener. Chen: No sir, he has not. But The Chastener has a 5+ Kythrin: but what Chastener? invulnerable save against Chen: I managed to plant tracking devices on three of any non-named character. their main vehicles and explosives on most of their main Designated Target: the cargo. chasteners learn whatever High Procter Hugo: with chasteners what are the rest of they can about their target us for? before going into combat. Chen: you tell me, Sir. And their target is their goal. 08. A1. Debriefing finished on 09.A3.
Before the game begins pick one model of the opponents army. The chastener can reroll misses on that target, and must issue a challenge to the target. When performing a hit and run they can take that model with them out of the combat on a successful I test.
We hunt the traitors, we purge the unclean, we learn of their evils, we issue judgment, we are the Chasteners. Chastener buirns.
SHOCK TEAM
Shock Teams are used for crowed control and area denial. With their shields they form an unmovable wall. They are experts in hand to hand combat and have mastered the art of maul and shield. The shields of the Shock teams contain mag-locks on the edges. With those mag-locks they can connect their shield to their fellow Arbitors around them. Making their wall reinforced. Their suppression shields also contain a power pack on them which is used to make the front of the shield a huge wall of Electricity. Shock Troopers are the most skilled and advanced Arbitors in an Arbites Precinct, and are granted with the best equipment. They are masters in any form of combat melee or ranged. They are a shining example of who to be the best Arbite. They fear little and never leave a fight. When others scream or run they stand their ground, with honor. Shock Arbitrator WS 4 BS 4 S 3 T 3 W 1 I 4 A 2 LD 8 Sv 4++ Shock Procter WS 4 BS 4 S 3 T 3 W 1 I 4 A 2 LD 9 Sv 4++ Unit Type: Infantry (Character: Procter only) Wargear: Carapace armor (pg 35), Shock maul (pg 30), Suppression shield (pg 34) Bolt pistol, Riot grenades (pg 34). Special Rules: Riot Tactics: Assault (pg 3), Units Inbound (pg3), Bulky, Shield wall: the shock team locks their shields together and brace for the oncoming charge. Their shields act as a buffer between them and the assaulters. A good shield wall often stops any on coming charge. Any turn they are assaulted they count as being in cover. Shield rush: the Shock Team has mastered using their shields and team mates in a charge to the point that anyone close enough will get hit by one of the Arbitors. The turn they assault they may forgo their attack roles and automatically hit each model in base to base contact with a shock team member, as long as it is not a disorganized charge.
The Suppression Shield The Suppression Shields used by the Adeptus Arbites are larger than Space Marine Storm Shields. The Arbites shield however is equipped with mag-locks on the sides. They are armed with an electro field generator, allowing the shield to be used as a weapon in close quarters. The size of the generator is small, so the electro field cannot always be used. Most teams using the field us it when they charge.
The Emperors law is a hammer. With it, we will smash the unjust. From the Oath of the Arbites. Breaching of Building Seven. Procter Gunry: Squad move in. Sven and George, first room. Michel, Phillip and Kevin, room at the end. Steven watch the door. John get the second room. Alex and Stapler with me up the stairs Sven: room one cleared Phillip: end room clear. John: somethings in the second room. Gunry: Stapler go help John. Alex and I will watch the second floor. Sven, George go watch with Steven. Kevin and Michel cover John and Stapler. Phillip stay where you are. John: Targets spotted. Three in cover. Taking firer, Sir, orders? Gunry: Kevin, Michel, plas rounds. Destroy their cover. John, stapler, use Seeker rounds. Michel: target down. John: second target down. Michel: third target down Gunry: everyone upstairs. Unison reply from all: yes Sir. Gunry: same plan from before. Clear everything.
The Guard envy us for are better gear. I envy them, they get a few days off and after a few wars they can retire. I never stop, day or night, I never retire no matter my age senior member of Arbites.
Sharpshooter Team
The sharpshooters of the Arbites come from the best shooters of any squad; some come from Patrol teams others from Shield Breaker teams. All that matters is that you are the best of the best out of your team. Sharpshooters are given Sniper rifles, camo-cloaks, and training in the ways of Infiltration and Stealth. If an Arbitor fails the stealth course, that all Sharpshooters must complete, he may not become a Sharpshooter. The stealth course is an extreme course and taught only be the elite of the sharpshooters. Sharpshooter WS 3 BS 4 S 3 T3 W 1 I 3 A 1 Ld 7 Sv 4+ Proctor WS 3 BS 4 S 3 T3 W 1 I 3 A 2 Ld 8 Sv 4+ Unit type: Infantry (Character: Procter only) Wargear: Carapace armor (pg 35), Sniper rifle, Bolt pistol, Camo-Cloak (confers Stealth), Special Rules: Scout, Infiltrate, Riot Tactics: Support (pg 3). Dead Aim (Procter only): the Procter has become so efficient with his rifle and spotting weak points in armor that they have been known to shoot a traitor commander out of his armored vehicle, with all ports covered. When the Procter uses a Sniper rifle he has rending on a 5+
Only in death does the penalty for committing a crime go away, Master sharpshooter Kalvonic.
Stealth Course In the Stealth course a Sharpshooter Trainee must go through intensive Physical Exercise. They need to be able to get to their sniper position without feeling any levels of fatigue; their position is often several miles away from their drop zone. They must go those several miles in all their armor and gear. In the final test they must go twenty miles with their armor and gear while being hunted by another squad. If they make it to their position they must shot their target without being spotted. If they succeed they get an hour of rest to the start point where they then hunt a squad of trainees. They require mental training as well. This is to prepare them for what they may see or encounter.
No matter where you commit a crime we will find you, Cyber handler Goston
Retrieval Team
The retrieval team or teams are rescue teams. They arrive when a team or squad of Arbites is receiving casualties. They come in from an Arial Support Vehicle or A.S.V. and get to the wounded squad where they then zip line down. They are experts at zip lining down into combat no matter where it is, they ignore what is going on around them when they drop and just worry about the wounded team. All they need to do to get the wounded squad up to the A.S.V. is attach their zip line to the wounded person and the A.S.V. crew does the rest. All Adeptus Arbites are given Standard A.S.V. training and zip line training with that training the Retrieval team can get into the Combat sooner, and reinforce the position that was weakened. Retrieval teams are organized differently compared to the normal teams of the Arbites. Retrieval team members are some of the best Arbites on a Planet and have intense training unlike any other. They need to be able to stand their own against three or more hostiles, and often do. They need to be able to look at the enemy and not be afraid. Arbite WS 3 BS 4 S 3 T 3 W1 I 3 A 2 LD 8 Sv 4+ Procter WS 3 BS 4 S 3 T 3 W1 I 3 A 2 LD 9 Sv 4+ Unit type: Infantry (character: Procter only) Wargear: Carapace armor (pg 35), Arbite shotgun (pg 32), Riot grenades (pg 34). Special Rules: Riot Tactics: Defend (pg 3). Retrieve the Target: the teams main objective is a wounded squad on the battle field, and if there is none they will wait for one or fill in a gap. No combat has zero casualties. The squad enters play using a form of Deep strike, the Unit arrives where a damaged friendly Arbite unit is (this means they scatter from the center of that friendly unit) once they come in remove the friendly unit (The removed friendly unit does not give any Kill points to the opponent). If they were to land in terrain place the unit on the top of a terrain piece. if that would require them to do a deep strike mishap do not roll on the deep strike mishap table, instead roll a d6 for each model in the squad on a 1 or 2 that model dies, on a 3+ that model lives. If the whole squad cant fit on top of the terrain piece, place them as close to the terrain piece and still roll the d6 for each one. This ability may not be used to take squads out of hand to hand combat. A.S.V. support: the squad comes in on an A.S.V. and is given support from its weapons. Once the unit comes in the closest enemy unit takes 2d6 BS 3 S6 AP- hits. Fill the Gap: there are times when a retrieval team arrives too late to rescue a wounded squad. Without that squad there theres a gap in the defenses of the Arbites. It is the job of the retrieval team to reinforce that weak point. A retrieval team may use their Retrieve the Target Special rule by coming in where the last member of a friendly unit died.
without the Arbites there would be; chaos in the streets, death in the air, and the tithes would not go through. Retriever Lupan
SUPPRESSION PLATFORMS
The Suppression Platform is one of the most used pieces of equipment in the Arbites Armory. It is easy to set up and versatile. It can be equipped with almost any weapon. It is very effective at area denial. The Platform is often set up to watch a certain area or guard a street. When something happens is when more Arbites arrive as back up. Most of the time they are not needed because of the firepower of the Suppression Platform, there are few cases when it is not enough and the extra back up is welcomed. Arbiter WS 3 BS 3 S 3 T 3 W 1 I 3 A 2 LD 8 Sv 4+ Suppression Platform WS - BS - S T 7 W 2 I A - LD - SV 3 + Unit Type: Artillery Wargear: Carapace armor (pg 35), Bolt pistol. Suppression platform are equipped with a Heavy stubber. Special Rules: Scout, Riot Tactics: Defend (pg 3).
Massacre at Canderos Four Many people when they hear about the massacre at Canderos four as a defeat for the Arbites or an unjust execution of over 300 people, but it was neither of those, and 300 is an understatement as to how many died that terrible day. On that day the Arbites had received word of an uprising happening in the slum areas of the capital. In response they sent and set up six Suppression platforms around the area. It was a half a mile large city square with six entrances, there was no way out from the square except for those entrances, all the buildings were near three stories high
and they acted as walls to moving people and vehicles. There was a large meeting building that led into the square. That was where they charged out of the people who were unhappy with what the Emperor had given them, unhappy with their simple and protected lives. Most were only armed with bats or anything they could find, a few had guns but nowhere near what they needed for what they had planned. There were over 2000 people that who were unhappy, and they all charged out of that meeting building and into the square. When they got into the sights of the Platforms they fell to the guns of the Arbites, there were screams from the people that had gotten hit. But the people still came running. They had no clue as to what was happening. But once the Arbites started firing they did not stop. The air turned into a red mist. Even if some wanted to stop or turn around and run they could not, they crowd was moving forward. Those who tried to run were trampled by their friends and even family. The rebels were filled with some unrighteous zeal, some kept moving even after being hit several times. The people the Arbites had protected the day before had turned to savages. The arbites ran out of ammo near the end and resorted to using their; Shotguns, Pistols and mauls. The twelve Arbites that day killed over 200 people with close quarters combat. They were pushed into a single corner of the square between two buildings. When it came down to the last fifty they had ran out of ammo with all their weapons, even the power cells on their Mauls ran out. Several had picked up over seized tools that the rebels were using and started beating the last of the traitors, the ones that did not use the weapons on the ground kept fighting with their mauls or the butt of their shotguns. The fury that the Arbites fought back with was compared only to that of Space Marines. When help had arrived they came to a gruesome sight, bodies were littered everywhere and in one corner nine Arbites were standing. The reinforcements did not realize that they were Arbites at first, because their armor was red and most of them did not have standard Arbite Weapons, but not one rebel got within thirty feet of one of the platforms and only one of the arbites had died. All of the Arbites had wounds and almost all of them were hospitalized. So much death, so many screams. Why? Why did they do it? I will tell you why. Because they were unhappy living safe and peaceful lives, they were unhappy with what they had been given. The only thing ungrateful citizens of the Empire get is in ungrateful Emperor. And we carry out his wrath. Arbite from Canderos Four.
BLACK MARIA
The Black Maria is based off of the Chimera tank used by the Imperial Guard. Instead of acting as a transporting for troops it transports a powerful missile payload. The missile Warheads used very in shape and size. The most common are the Gas Warheads, Explosive Warheads, and Flak Warheads. The Maria is capable of leveling buildings as well as taking out large amounts of infantry. It has the capability to shoot flying vehicles out of the sky. There are times when the Arbites need Anti-Vehicle weaponry, when they need that they equip their Black Marias with two twin-linked Las Cannons. This allows them to destroy anything sent at them, but lowers the versatility of the vehicle. The Black Maria is famous for being sent in alone and with no support; the main reason for this is because of its versatility and durability. It can take out ranks of rioters just as easily as it can orks. It can destroy Predator tanks as easy as it can civilian vehicles. The Black Maria is used exclusively by the Adeptus Arbites, although Guard commanders have sent petitions to the Tech Priests and Adeptus Arbites. All have been rejected by both the Tech Priests and Adeptus Arbites. This has caused much more friction between the Arbites and certain Guard companies, but has strengthened relations with the Tech Priest by taking their side. Black Maria BS 3 F 12 S 12 R 10 Unit type: Vehicle (tank) Wargear: Heavy bolter (hull), Arbites missile battery (pg ) (turreted), Searchlight, Smoke launchers. Special Rules: Units inbound.
Units Inbound.
Chimera
Although less seen compared to the Rhino or Repressor the Arbites still use the Chimera in bulk. The reason for this is its increased firepower and amphibious abilities. Chimera: BS 3 F 12 S 10 R 10 HP 3 Unit Type: vehicle (tank, Transport) Transport: a Chimera has a transport capacity of 12. Fire Points: 5 models can fire from the top hatch. All models using the fire points must engage the same target, although they may engage a different target to the Chimera itself. Access points: Chimeras have one access point in the rear. Wargear: Twin-linked Heavy Stubber (turret), Heavy Bolter (hull), Search light, Smoke launchers. Special Rules: Units Inbound. Amphibious: the Chimera treats any water feature as clear terrain when it moves.
Repressor
The Repressor is the most used transports of the Arbites. It has a grim look and increased room in the chassis, giving the Arbites better ability to fight from inside of the vehicle. It has more slightly more firepower then the Rhino but lacks the heavy hitting capability of the Chimera. Repressor: BS 3 F 11 S 11 R 10 HP 3 Unit Type: vehicle (Tank, Transport) Transport: a Repressor has a transport capacity of 10 models. Fire Points: Up to six passengers may fire their basic weapons from the repressor fire points. Additionally one model may fire any weapon from the top hatch. All models using
the fire points must engage the same target, although they may engage a different target to the Repressor itself. Wargear: Storm Bolter (turret), Pintle mounted Webber, Search light, Smoke launchers Special Rules: Units Inbound
because of the pain caused to him he cannot control it. If Hickok suffers a perils of the warp from a double 1 everyone (including friend or foe) within 6 suffers a perils of the warp even if they are not psychic, normal armor saves allowed. Hickok will still suffer perils of the warp.
Melee Weapons.
Rules for these weapons can be found in the Main Rule book, page 105 or 60 (for the mini rule book). Close Combat Weapon Power Weapon Power Maul Devastator Maul The Devastator got its name for the devastating and gruesome wounds it leaves in anything it hits. This huge and intimidating two handed weapon is the largest melee weapon the Arbites use. It is feared because of its huge disruption field, which shatters the bonds between the molecules contained within people or items it hits. Devastator Maul: Range S x2 AP 2 Type: Melee, two-handed, Flesh bane, Specialist Weapon, Unwieldy.
I watched him die before me, I watched the traitors molecules split before he was smashed by my maul, I heard his screams of terror as he realized what was happening to him. I am glad to see those who break the Emperors law suffer so much. Majore Yuri.
Execution Blade The execution blade holds a device that makes it seem as light as a feather or as heavy as a dreadnaught, allowing the user to strike faster and hit hard enough to go through most armor. Execution Blade: Range S +1 AP 3 Type: Melee Power Maul The Power Maul is iconic weapon in the Arbites. Its use dates as far back to the very first Arbites Precinct. See 6th edition rule book. Shock Maul The Shock Maul is a lighter and less powerful version of the Power Maul. It uses a lighter Power Pack but is the same size. It is often issued to lower ranked troopers. Shock Maul: Range S +1 AP 5 Type: Melee. Shock Lance The shock lance is a lance where at the tip instead of holding explosives like the rough riders of the Imperial guard, it holds the same thing a shock maul holds in it Shock Lance: Range S +2/+1 AP 4/5 Type: Melee, the Shock Lance has two profiles the first is used when the model charges, the second is used in any other combat.
Ranged Weapons.
Rules for these weapons can be found in the Main Rule book, page 105 or 56 (for the mini rule book).
Assault Cannon Bolt Pistol Storm Bolter Flamer Inferno Pistol Multi-Melta Plasma Pistol Heavy Stubber
Auto cannon Bolt gun Heavy Bolter Las Cannon Melta gun Missile Launcher Plasma Cannon Sniper Rifle
Arbites Grenade Launcher The famous grenade launcher used by the guard, Inquisitors, even some space marines use it on bikes, but none use it like or as much as the Adeptus Arbites. Arbites Grenade Launcher: fires either: Gas grenades are filled with a very aggressive and fast acting air born acid. Gas grenades: 24 S: X AP: - Assault 1 Blast, Poison 4+, Ignores cover. Lockdown grenades attack a vehicles motor system, thus preventing it from moving and allowing the Arbites to move in and capture all the vehicles occupants. Lockdown grenades: 24 S: - AP: - Assault 1, if a vehicle is hit by a lockdown Grenade roll a d6. It may not move until the start of the next Arbites turn on a d6 roll of 4+. Once a suppression grenade hits its target it sends out Photon flashes, and emits ultra sonic sounds, causing distress and confusion for the target. Suppression grenades: 24 S: - AP- Assault 1, Blind. The effects of the grenade affect the whole squad, not one model. Arbites Missile Battery The Arbite Missile Battery is only equipped on the Black Maria. The Missile Battery is a formidable weapon that generated equal fear by infantry and vehicle drivers. Arbites Missile Battery: fires either: A gas warhead loaded with enough toxins to kill off an entire riot. That is why they only send one Black Maria to handle most out of control riots. Gas warhead:12-48 S: X AP: 4, Heavy 1 Large Blast, Poison 3+ on first turn fired, 5+ on second turn as the lingering effects wear off, on turn three the gas is gone, Ignores cover. The explosive warhead of the missile battery can decimate the enemys vehicles and can wreak havoc on heavy infantry and buildings Explosive warhead: 12-48 S: 8 AP: 3, Heavy d3 The Flak Warheads are made for the destruction of Flayers the Violate Arbite Airspace
Flak Warhead: 18-48 S: 8 AP: 3, Heavy d3, Skyfire Arbites Shotgun The arbites shot gun houses in it special material and technology to reduce the kick and recoil of the shot gun, that way the arbites can use more powerful shot gun rounds compared to the Imperial Guard Arbites Shotgun: fires either: The standard round is of course basic to all arbites and does not need special requests to be used Standard rounds: 12 S: 4 AP:-, Assault 2 The executioner round holds within it a small machine spirit that guides it to its target. Executioner rounds: 6-18 S: 4 AP:-, Assault 1, No line of sight required. Ignores non-area cover. The razor rounds are by far the most bizarre out of all the arbites shot gun rounds. It is formed so that it has razor edges all along it, but the real uniqueness about it is that the rounds dose not shatter or break allowing it to keep going even after it hits heavier armor. Razor rounds: 12 S: 4 AP: - Assault 1, rending. Seeker rounds are armor piercing rounds that have a machine spirit in it that is smaller than the Executioner rounds, this small spirit can make minor course corrections in the round and not fly it like the Execution rounds. Seeker rounds Range 18 S4 AP 4 assault 1, seeker rounds re-roll misses The melta round is a miniature version of the melta torpedo and missile technology that was adapted to the Arbites Shotgun by Mars. It produces a heated shaped charge capable of punching a hole through most civilian grade armors. This round was never considered powerful enough for the Imperial Guard but was widely adopted by the Arbites for its power and lack of secondary casualties Melta rounds: Range 6 S4 AP 3 Assault 1 Webbers The Webber fires a web material, that once hit constricts on the opponent making it hard for the target to move or sometimes even killing the target. The web filament gets tighter and tighter the more someone resists it. Webbers Web: if a model is hit by a weapon with the webber rule that model must take a S test, if failed that model takes a wound (the target may not be dead it is just that the web has constricted some much to the point where they cant move). Heavy web: if a model is hit with a weapon that has the Heavy webber rule that model must take a S test at +1 to the dice roll (3 becomes 4, 4 becomes 5 and so on), if shot at a vehicle on a roll of a 3+ the vehicle will count as being Immobilized until the next turn. Do to the nature as to how it works if the target vehicle moved more than 12 in the previous turn the target will not be Immobilized but will take a Glancing hit on a roll of a 5+ (that is due to when the vehicle gets hit it will jerk around or even crash, but then will be loose of the web, because the web does not have the strength to hold a vehicle moving that fast). This may not be shot at fliers. The smallest version of the Web guns is the pistol
Web pistol: Range: 6 S- AP- pistol, web. The medium sized and by far the most used is the web rifle Web rifle: Range: Template S- AP- Assault 1, web. The largest and most effective webber weapon the heavy webber Heavy Webber: Range: Template S- AP3 Heavy 1, Heavy web.
Special Wargear.
Rules for the following can be found in the main rule book Frag Grenades Krak Grenades Melta Bomb Arbites Bike Words like, robust, sturdy, and firm are used to describe the bike the arbites use to patrol. they patrol innards or outskirts of city to sand dunes and jungles. Arbites Bike: Models equipped with Arbites Bikes follow all the rules for bikes as described in the 40k rulebook. The bike is armed with a twin-linked bolter. Badge of the Justiciar The badge is give to those who have achieved higher ranking in the Adeptus Arbites or given to the few who go above and be on their duty (and survive). Within each badge is a small but powerful power shield, giving those higher ranked or braver souls a bigger chance at survival Badge of the Justiciar: provides a 4+ invulnerable save to the wearer. The breaching charges are used to blast holes in wall or vehicles depending on what the situation requires Breaching charge: follows the rules for Melta bomb from the main rule book. Cyberhound These robotic blood hounds excel at hunting down targets and revealing where someone is going or is already at. The Grapple hawks require more attention and training and are not issued out to those without the training to use it. Cyberhound: Enemies may not outflank within 6 of these bloodhounds and infiltrators cannot set up within 16 of the cyberhounds.Cyberhounds. Cyberhounds count as single models for transport purposes. They do not prevent an Independent Character from joining a unit. A cyberhound has the following profile: Cyber-hound WS 4 BS 0 S 4 T 3 W 1 I 5 A 2 Ld 6 Sv 5+ Multi-comm The Multi-com is a smaller version of the Imperial Guards vox caster. The Multi-comms main use is to inform the Arbites of any suspicious activity or to guide incoming squads Multi-comm: An Arbites secured locator. Any Arbites squad with the Deep Strike special rule will arrive 6 away from a multi-comm. A Multi-comm is also a receiver for a Arbites Dispatch. If any unit is equipped with a Multi-comm the Arbites are eligible to re-
roll one failed reserve test a turn. Riot Grenades These grenades come standard to all arbites. They help them prepare for an assault. They have within them a mixture of gases that attack the charging forces eyes and smell. Riot Grenades: Defensive grenades. Suppression Shield A more armored and larger version of the storm shield, it lacks the power field that the Storm Shield has but it does have an interlocking system allowing a squad of trained man to form an unbreakable wall of steel. Suppression Shield: 4+ invulnerable save. Models may not claim the +1 attack for having two weapons. User may not perform a sweeping advance. Targeter An advanced range finder and predictor given to the snipers and heavy troopers of the arbites to allow for more accurate shooting. Targeter: a model with this allows their unit to reroll one miss per turn. Having more than one allows for more than one reroll.
Vehicle Upgrades.
Rules for the following can be found in the main rule book Extra Armor Search Light Smoke Launchers Advanced Missile unit Some Black Marias are Equipped with an advanced missile Targeting system, this allows for a more precise missile attack. Advanced Missile Unit: grants the Missile Lock Special rule Storm Bolter The Arbites use pintle mounted storm bolters to add extra fire power to the vehicle. Storm Bolter: The storm bolter has the same profile as a storm bolter and is counted as a defensive weapon. Webber Just as the Arbites have pintle Storm Bolters they have pintle Webbers. Webber: The Webber has the same profile as a Webber and is counted as a defensive weapon.
Carapace Armor Carapace Armor is standard for all Arbite forces. It is crafted from dense plates of Plasteel or Ceramite. The plates are on top of a durable Polyplastic fiber. The armor is designed to be able to easily clip on, and does not need to be used with all plates clipped on. Under it is often worn light and comfortable body glove, but that is not required. The armor must be light and flexible, because it will be worn for long periods of time and often in extreme physical exertion. It is unpowered but uses mag-strips to keep gear on it without the use of straps and belts. Guard are envious of the Arbites, because the Arbites are allowed to have their armor tailored to them, some Arbites prefer larger Carapace plates while others dont. Some prefer en extra Carapace plate when others dont. Carapace Armor: carapace armor grants a 4+ save. Light Carapace Armor Light Carapace is a smaller less armored version of Carapace armor. It grants more flexibility and is more comfortable. Few Arbites use it though because of the less protection. Light Carapace: Light Carapace Armor grants a 5+ save. Judges Armor Judges Armor is not referring to the diplomatic and record keeping side of the Arbites but to more senior armor, only worn by higher ranking Arbites. It is better crafted and is often decorated with medals and signs of the Arbites rank. Judges Armor: Judges Armor grants a 4+ save, but can reroll one failed save per turn. Riot Armor Riot Armor is extra plates of Plasteel or Ceramite which can be added to the armor already being worn. It is often brought out when a riot is happening or given to troops who need to last an extra second. It gives better protection but is drastically heaver. Riot Armor: any model with Riot Armor may reroll any 1s when making a normal saving throw (this does not affect invulnerable or cover saves). When running subtract 1 from the die roll, to a minimum of 1
This gives the Arbiter holding the book and the unit he is in gain the Preferred Enemy (all) Special rule.
Psychic Powers
Some Arbite Characters are Psykers and thus have access to one or more powers detailed below. Adeptus Arbites also have access to the Biomancy, Telekinesis, and Telepathy disciplines. Primaris Power. Gavel of the Court: The Psyker summons his convictions as a physical force in order to smash his foes, usually taking on the appearance of a large ethereal hammer. This Power may be used at the end of the Assault Phase, after all Combats have been resolved. If the Psychic Test is passed, all enemy models in base contact with the Psyker suffer a wound on a D6 roll of 3+. Armor Saves are allowed as normal, but not invulnerable saves. This Psychic power also inflicts Soul Blaze. This power uses 1 charge.
1. Obfuscate: The psyker disorients the senses of nearby enemies, making it difficult to focus on anything. This power is a malediction and is used at the start of the Arbites turn. If successful, enemy units within 12 of the Psi-Marshal must make difficult terrain checks when moving (including assault moves) until the start of the next Arbites turn. This power uses 1 charge. 2. Detection: The Psyker reaches out with his senses, attempting to detect the exact position of any concealed enemies. This Power is a malediction and may be used during the Shooting Phase, and does not prevent the Psyker from firing a weapon. If the Psychic Test is passed then the Psyker may reduce the Cover Save of a single enemy unit with a model within 18 by -1. This power uses 1 charge. 3. Light of Justice: The Psykers hand glows brightly, casting a bright light on those who would threaten the sanctity of the Dictates Imperialis. This Power is a beam and may be used during the Shooting Phase instead of firing a weapon. If the Psychic Test is passed, one enemy Unit within 12 of the Psyker will suffer a -2 penalty to their Leadership until the end of the Arbites Players Turn. If the Night Fighting rules are in effect, then the Psyker (and his Unit) must roll to spot the target Unit as normal, but any other friendly Units wishing to target an affected enemy Unit may ignore the Night Fighting rules. In addition, all enemy Units may ignore the Night Fighting rules if they choose to target the Psyker (or his Unit) during their next Shooting Phase. This power uses 1 charge. 4. Suppression: The Psyker clouds the minds of his enemies, rendering them confused or unconscious. This Power is a malediction and may be used during the Shooting Phase instead of firing a weapon. If the Psychic Test is passed, then a single enemy unit within 12 of the Psyker will be forced to take a Pinning Test at the end of the Shooting Phase. This will also force a unit which is normally immune to Pinning to take a Pinning Test. This power uses 1 charge.
5. Clouding: the psyker creates a cloud around him, making it harder for his enemies to see him and those around him. This power is a blessing and may be used at the end of the shooting phase, if successful the psyker and his unit gain the Shrouded Special rule, and any allies within 12 gain the Stealth Special rule, until the end of the next arbites shooting phase. This power uses 1 charges. 6. Long Arm of the Law: The Psyker is able to peek briefly into the future, divining the probable course of action that a criminal or enemy may follow. This allows the Arbitrators to stay a step ahead of their quarry. This Power is a blessing and may be used at the end of the Arbites Movement Phase. If the Psychic Test is passed, the Psyker and his Unit will not Shoot during the Shooting Phase or Charge during the Assault Phase. At the start of the enemys next Shooting Phase, the Psyker and his Unit may take a free shot at the enemy, counting as stationary. This is done prior to any enemy shooting, and all of the normal rules for Shooting apply. Alternatively, at the start of the enemys next Assault Phase, the Psyker and his Unit may Charge an enemy Unit if they are in range. Neither of these actions may be taken if the Psyker and his Unit are Falling Back or Locked in Combat. This power uses 1 charges. We use any and all powers that the Emperor has given us. We use them to deal justice, to get information, to help are fellow Arbites. Without the Emperor given powers the Arbites would be at a disadvantage in keeping the law, that is why the Emperor has given them to us. Psi-Lord Hickok instructing a group of Psi-Seniors.
Melee Weapons
Power Weapon Power Maul Shock Maul 15 pts 15 pts 8 pts
Ranged Weapons
Bolter Plasma Pistol Storm Bolter Web Pistol Free 15 pts 5 pts 5 pts
Free 3 pts
Relics of the Arbites ** Book of the First Laws 40 pts Hammer of Justice 50 pts The Enforcers Shield 30 pts Pistol of the First Execution 30 pts Armor of righteousness 30 pts
Vehicle Upgrades
Extra Armor Search Light Smoke Launchers Storm Bolter Webber 5 pts 5 pts 5 pts 5 pts 10 pts
HQ
Dreaded Judge Joseff Spartacus Cost: 200 pts Judge Spartacus: WS 6 BS 5 S 4 T 4 W 3 I 5 A 4 LD 10 Sv 3+ Unit Type: Infantry (character) Unit Composition: 1 Wargear: Special Rules: Lawgiver Bolt Pistol Eternal Warrior Devastator Maul Riot Tactics: Assault Frag Grenades Units Inbound Melta Bombs Hand of Justice Riot Grenades Independent Character Badge of the Justicar Demolition Man I am the Law! Bionic body Options: May take an Arbites bike for 25 pts May take options from the Relic Wargear list Psi-lord Hickok Cost: 200 Pts Hickok WS 5 BS 5 S 3 T 3 W 3 I 5 A 3 LD 10 SV 4+ Unit Type: Infantry (character) Unit Composition: 1 Wargear: Special Rules: Judges armor Independent Character Force weapon Stubborn Bolt pistol Psyker (Mastery level 2) Frag grenades Units Inbound Riot grenades Riot Tactics: Assault Badge of the Justicar Options: May take options from the Relic Wargear list Psi-Lord Hickok may roll on his psychic table 3 times or roll for 3 from any of the psychic tables the Arbites have access to.
Senior Traggat Cost: 150 pts Traggat WS 4 BS 6 S 3 T 3 W 2 I 3 A 2 LD 9 SV 4+ Unit Type: Infantry (character) Unit Composition: 1 Wargear: Special Rules: Carapace armor Infiltrate Auto pistol Scout Black Arrow Stealth Chameleon cloak Independent Character Power Maul Acute Senses Move Through Cover Scratch one Master sharpshooter Lord Justice (0-1) Cost: 150 pts Marshal of the Court: Ws 6 Bs 5 S 3 T 3 W 3 I 5 A 4 LD 10 Sv 4 Unit type: Infantry (character) Unit Composition: 1 Wargear: Special rules: Judges Armor Independent Character Bolt pistol Stubborn Close Combat weapon Riot tactics: Assault Badge of the Justicar My word is Law Riot Grenades Will of the Emperor Hand of Justice Options: May take items from the Melee, Ranged, Special Issue, Rare, Armor, Holy Books and Relic, Wargear list. Command squad (0-1, only if Lord Justice is taken) Cost: Varies. This unit does not take up any FOC slots. Command Squad WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 LD 8 Sv 4 Unit Composition: 2-6 officers Unit Type: Infantry Wargear: Special rules: Carapace armor stubborn
Bolt Pistol Close Combat weapon Riot grenades Options: Each officer must be assigned one of the following Liaison arbiter 15 pts Communication arbiter 40 pts Medic arbiter 15 pts Senior 35 pts Preacher of Imperial law 25 pts Fleet liaison arbiter 40 pts Inquisitors Interrogator 20 pts Interrogator may take items from the Melee, Ranged, and Armor, lists. Arbites Majore Cost: 65 Pts Majore: WS 5 BS 5 S 3 T 3 W 3 I 5 A 3 Ld 9 Sv 4+ Unit Type: Infantry (character) Unit Composition: 1 Wargear: Special Rules: Judges Armor Independent Character Arbites shotgun Stubborn Bolt pistol Riot Tactics: Assault Close Combat weapon Units Inbound Frag grenades Riot grenades Options: May take items from the Melee, Ranged, Special Issue, Rare, Armor, Holy Books and Relic, Wargear list. Arbites Senior Cost: 35 Pts Senior WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 LD 9 Sv 4+ Unit type: Infantry (character) Unit Composition: 1 Wargear: Special Rules: Judges armor Independent Character Arbites shotgun Stubborn Bolt pistol Riot Tactics: Assault Close combat weapon Units Inbound Frag grenades Riot grenades
Options: May take items from the Melee, Ranged, Special Issue, Rare, Armor, Holy Books and Relic, Wargear list. Arbites Psi-Senior Cost: 45 Pts Psi-Senior WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 LD 9 Sv 4+ Unit type: Infantry (character) Unit Composition: 1 Wargear: Special Rules: Judges armor Independent Character Arbites shotgun Stubborn Bolt pistol Riot Tactics: Assault Force weapon Units Inbound Frag grenades Psyker (Mastery Level 1) Riot grenades Options: May take items from the Melee, Ranged, Special Issue, Rare, Armor, Holy Books and Relic, Wargear list.
Troops
Arbite Patrol team Cost: 40 Pts Arbitor WS 3 BS 3 S 3 T 3 W1 I 3 A 1 LD 7 Sv 4+ Proctor WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 LD 8 Sv 4+ Unit type: Infantry (character: Procter only) Unit Composition: 4 Arbitors, and 1 Procter. Wargear: Special Rules: Carapace armor Riot Tactics: Support Arbites shotgun Bolt pistols Riot grenades Options: May add up to 5 more Arbite for 8 pts each Any Arbitor may replace his Shotgun with: A Shock Maul 5 pts A Bolter 3 pts One Arbitrator may replace his Arbites shotgun with: A Heavy bolter 15 pts A heavy Stubber 10 pts An Arbites grenade launcher, a Melta gun, or web rifle 15 pts If the squad numbers 10 models a second Arbitor may replace his Arbites shotgun with the options above. Squad may take Executioner rounds and\or razor rounds 10 pts Seeker rounds 15 pts Melta rounds 20 pts Squad may take one of the Options from the Armor Wargear list Squad may take a dedicated transport from the transport list Procter May take items from the Melee, Ranged, Special Issue, Wargear list SHARPSHOOTER TEAM Cost: 70 Pts Sharpshooter WS 3 BS 4 S 3 T3 W 1 I 3 A 1 Ld 7 Sv 4+ Proctor WS 3 BS 4 S 3 T3 W 1 I 3 A 2 Ld 8 Sv 4+ Unit type: Infantry (Character: Procter only) Unit Composition: 4 Arbitrators, and 1 Procter. Wargear: Special Rules: Carapace armor Scout
Sniper rifle Infiltrate Bolt pistol Riot Tactics: Support Camo-Cloak Dead Aim (Procter only) Options: May add up to 5 more Sharpshooters for 13 pts each One Arbitor may replace Sniper Rifle with: A Heavy Bolter 10 pts One may take a Targeter for 5 pts Squad may ride in an Insertion Speeder Squad may replace Carapace Armor for: Light Carapace free Procter May take items from the Melee, Ranged, Special Issue, Wargear list
TRANSPORT VEHICLES
Rhino Cost: 35 pts Rhino BS 3 F 11 S 11 R 10 HP 3 Unit Type: vehicle (tank, transport) Unit Composition: 1 Rhino Transport: the Rhino has a transport capacity of 10 models. Wargear: Special Rules: Storm Bolter Units Inbound Search light Repair Smoke launchers Options: May take items from the Vehicle Wargear list.
Chimera Chimera: BS 3 F 12 S 10 R 10 HP 3 Unit Type: vehicle (tank, Transport) Unit Composition: 1 Chimera Transport: a Chimera has a transport capacity of 12. Wargear: Special Rules: Twin-linked Heavy Stubber Units Inbound
Cost: 65 pts
Heavy Bolter Amphibious Search Light Options: May replace its twin-linked Heavy Stubber for: Twin-linked heavy bolter 5 pts Arbites heavy grenade launcher or heavy Webber 15pts May take items from the Vehicle Wargear list. Repressor Cost: 50 pts Repressor: BS 3 F 11 S 11 R 10 HP 3 Unit Type: vehicle (Tank, Transport) Unit Composition: 1 Repressor Transport: a Repressor has a transport capacity of 10 models. Wargear: Special Rules: Storm Bolter (turret) Units Inbound Pintle mounted Webber Search light Smoke launchers Options: May take items from the Vehicle Wargear list. Insertion Speeder Cost: 50 pts Land Speeder BS 3 F 10 S 10 R 10 Unit type: Vehicle (fast, skimmer, open toped) Unit Composition: 1 speeder Transport: the Insertion speeder can carry 8 models Wargear: Special Rules Heavy Bolter Jink Deep Strike Stealth. Options: May replace its Heavy Bolter with an Assault Cannon for 20 pts
Elites
High proctor (0-2) Cost: 60 pts High proctor Ws 4 Bs 4 S 3 T 3 W 2 I 4 A 2 Ld 9 Sv 4+ Unit Type: Infantry (Character) Unit Composition: 1 Wargear: Special rules: Bolt Pistol Independent character Power Maul Riot tactics: Defend Rosarius Fearless Carapace Armor Units inbound Riot grenades Were here for the Emperor Options: May take items from the Melee, Ranged, Special Issue, Armor, and Holy books, Wargear list. Chastener (0-1) Cost: 30 Pts Chastener WS 5 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 8 Sv 5+ Unit Type: Infantry (character) Unit Composition: 1 Wargear: Special Rules: Light Carapace Armor Scout Power weapon Stealth Bolt Pistol Hit and run Frag grenades Riot Tactics: Assault Krak grenades Covert Operations
Carapace armor Riot Tactics; Defend Shock Maul Units Inbound Suppression shield Bulky Bolt pistol Shield wall Riot grenades Shield rush Options: May take up to 5 more Shock Arbitors for 25 pts each Squad may take a dedicated transport from the transport list Procter May take items from the Melee, and Special Issue Wargear list Shieldbreaker Team Cost: 80 pts Arbitor WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 LD 8 Sv 4+ Procter WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 LD 8 Sv 4+ Unit Type: Infantry (Character: Procter only) Unit Composition: 4 Arbitors, and 1 Procter. Wargear: Special Rules: Carapace Armor Riot Tactics: Assault Arbites Shotgun (with all rounds) Units Inbound Breaching Charge Scout Bolt Pistol Close Combat weapon Options: May take up to 5 more Arbitors for 14 pts each two Arbitors may replace their Arbites shotguns with: A Heavy bolter 15 pts A heavy Stubber 10 pts An Arbites grenade launcher, a Melta gun, or web rifle 15 pts Squad may take one of the Options from the Armor Wargear list Squad may take a dedicated transport from the transport list Procter May take items from the Melee, Ranged, and Special Issue, Wargear list
Fast Attack
Arbites Mounted Pursuit Squad Cost: 40 Pts Arbitor WS 3 BS 3 S 3 T 3 W 1 I 3 A 2 LD 7 SV 5+ Proctor WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 LD 8 SV 5+ Unit type: Cavalry (character: Procter only) Unit Composition: 2 Arbitors, and 1 Procter. Wargear: Special Rules: Arbites shotgun or Bolt pistol Units Inbound Close Combat Weapon or Shock lance Fleet Light Carapace Armor Riot Grenades Options: may add up to 7 more Arbites for 13 pts each one Arbitor may replace his Arbites Shotgun for: An Arbites Grenade Launcher 15 pts Melta gun 15 pts Web Rifle 15 pts Procter May take items from the Melee, Ranged, and Special Issue, Wargear list Arbite Biker Pursuit Squad Cost: 65 pts Arbitrator WS 3 BS 4 S 3 T 4 W 1 I 3 A 1 LD 7 Sv 4+ Attack Bike WS 3 BS 4 S 3 T 4 W 2 I 3 A 1 LD 7 Sv 4+ Proctor WS 3 BS 4 S 3 T 4 W 1 I 3 A 2 LD 8 Sv 4+ Unit type: Bike (character: Procter only) Unit Composition: 2 Arbitors, and 1 Procter. Wargear: Special Rules: Carapace armor Units Inbound Arbites shotgun Riot Tactics: Assault Shock maul Jink. Riot grenades Arbites bike Options: May include up to 3 additional Arbitors for 19 pts each. One Arbitor may replace his Arbites Shotgun for: A Webber or a Melta gun 15 pts one Arbitor may be upgraded to an Attack back and take:
25 pts 15 pts Procter May take items from the Melee, Range, and Special Issue Wargear list Arbites Land Speeder Pursuit squadron (0-1) Cost: 50 pts Land Speeder BS 3 F 10 S 10 R 10 Unit type: Vehicle (fast, skimmer, open toped) Unit Composition: 1 Wargear: Special Rules: Heavy Bolter Jink Deep Strike Options: May add up to 2 more land Speeders for 50 pts each Each Land Speeder may add one of the following: An Assault Cannon 30 pts A Plasma cannon 30 pts The heavy bolter may be exchanged for a multi-melta for 20 pts Cyber pursuit squad (0-1) Cost: 50 pts Cyber-hound WS 4 BS 0 S 4 T 3 W 1 I 5 A 2 LD 6 Sv 5+ Grapple Hawk WS 4 BS 0 S 3 T 3 W 1 I 6 A 2 LD 6 Sv 6+ Cyber handler WS 3 BS 3 S 3 T 3 W 1 I 4 A 1 LD 8 Sv 4+ Unit Type: Beast (Character: Handler only) Unit Composition: 1 handler and 2 Cyber Beasts. Wargear: Special rules: Shock Maul (Handler only) Units inbound Bolt pistol (Handler only) Fleet Riot tactics: Assault (handler only), Rending (Cyber-hound and Grapple hawk only) Blood Hound Grapple Attack Options: May take up to 6 of the following: Cyberhound 15 pts each Grapple Hawk 15 pts each May take up to 2 more handlers at 15 pts each
One handler may take options from the Melee Weapons Wargear list.
Retrieval Team Cost: 65 pts Arbite WS 3 BS 4 S 3 T 3 W1 I 3 A 2 LD 8 Sv 4+ Procter WS 3 BS 4 S 3 T 3 W1 I 3 A 2 LD 9 Sv 4+ Unit type: Infantry (character: Procter only) Unit Composition: 2 Arbitors, and 1 Procter. Wargear: Special Rules: Carapace armor Riot Tactics: Assault Arbite shotgun Retrieve the Target Riot grenades A.S.V. Support Options: may add up to 7 more Arbites for 20 pts each Any Arbitor may take one Item from the Special Issue Wargear list Procter May take items from the Melee, Ranged, and Special Issue, Wargear list
Heavy Support
Arbites Heavy Support Team (0-1) Cost: 110 pts Heavy Arbitor WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+ Procter WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 9 Sv 4+ Unit Type: Infantry (character: Procter only) Unit Composition: 4 Arbitors, and 1 Procter. Wargear: Special Rules: Carapace armor Riot tactics: Defend Bolter Units Inbound Bolt pistol Heavy Weapons Targeter Motion predictor (Procter only) Options: May include up to 5 more Heavy Arbitors for 16 pts each Up to 4 Arbitors may replace their Bolter for: Web rifle 5pts Heavy stubber 5pts Heavy bolter 10pts Auto cannon 15pts Missile launcher (frag and krak) 15pts Flakk missiles are an additional 3 pts
Heavy Webber 15pts Lascannon 20pts Any may replace their Bolter for a Storm Bolter for 5 pts Squad may take one of the Options from the Armor Wargear list Squad may take a dedicated transport from the transport list Procter May take items from the Melee, Ranged, and Special Issue, Wargear list
Suppression Platforms Cost: 20 Pts Arbiter WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 LD 8 Sv 4+ Suppression Platform WS - BS - S T 7 W 2 I A - LD - SV 3 + Unit Type: Artillery Unit Composition: 1 Platform (2 Arbites per Platform Wargear: Special Rules: Carapace armor Scout Bolt pistol Riot Tactics: Defend Heavy stubber (suppression Platform) Options: May take up to 2 more Suppression Platforms for 20 pts each Any or all Platforms my Upgrade their guns to have Skyfire for 10 pts each Each suppression platform must be armed with one of the following: A twin-linked heavy stubber 5 pts A twin-linked heavy bolter 10 pts A twin-linked auto cannon 15 pts An Arbites heavy grenade launcher 15 pts A heavy Webber 15 pts A twin-linked lascannon 20 pts Black Maria Black Maria BS 3 F 12 S 12 R 10 Unit type: Vehicle (tank) Unit Composition: 1 Maria Wargear: Special Rules: Heavy bolter (hull) Units inbound Arbites missile battery (turreted) Searchlight Smoke launchers Options: Cost: 165 Pts
May Replace its Arbites Missile Battery for: 2 Twin-linked Las Cannons Free Twin-linked Heavy Webbers Free May take items from the Vehicle Wargear list A.S.V. (Aerial Support Vehicle) A.S.V. BS 3 F 12 S 10 R 10 Unit Type: Vehicle (Flayer, Transport) Unit Composition: 1 A.S.V Transport: 10 Wargear: Avenger Gatling Cannon 2 Sky Screamer Missiles Search Light Heavy Stubber Sponsons. Cost: 145 Pts
Options: May exchange any or all Sky Screamer Missiles for: Sky blind Missiles free Sky Cover Missiles free Concussive Missile 10 pts each May upgrade its Heavy Stubbers to heavy bolters for 5 pts May upgrade the Gatling Cannon to an Assault cannon for free
Allies Matrix
Adeptus Arbites
Black Templers Blood Angles Chaos Daemons Chaos Space Marines Dark Angles Dark Eldar Eldar Grey Knights Imperial Guard Necrons Orks Sisters of Battle Space Marines Space Wolves Tau Tryanids Battle Brothers Battle Brothers Come the Apocalypse Come the Apocalypse Allies of Convenience Come the Apocalypse Allies of Convenience Battle Brothers Allies of Convenience Come the Apocalypse Desperate Allies Battle Brothers Battle Brothers Allies of Convenience Allies of Convenience Come the Apocalypse
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